// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Quest_Actor_Base.generated.h"

UCLASS()
class RPG_CPP_API AQuest_Actor_Base : public AActor
{
	GENERATED_BODY()
	
public:	
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "StaticMesh", meta = (AllowPrivateAccess = "true"))
		class UStaticMeshComponent *StaticMeshComponent;
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "ParticleSystem", meta = (AllowPrivateAccess = "true"))
		class UParticleSystemComponent *ParticleSystemComponent;
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Box", meta = (AllowPrivateAccess = "true"))
		class UBoxComponent* BoxComponent;
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "QuestText", meta = (AllowPrivateAccess = "true"))
		FText Quest;
	// Sets default values for this actor's properties
	AQuest_Actor_Base();

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;
	UFUNCTION()
		void OnOverLap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult & SweepResult);
};
